Shopping List basics These are items that are either gold taxes, not crap, or absolute steals for their effect, sorted by role and then by price. NonDMG sources are cited. Generally speaking, this is broadspectrum specific itembuild pairs may be standouts, but in general, you can do significantly worse than just starting with this list and paring out the items irrelevant to your concept or budget. The first number you see on any entry is the item’s Item Level, which loosely corresponds to the character level when the item can expect to show up (see the MIC or Appendix 2 for more details). Weapon and armor enhancements with +X costs have variable item levels, and listed item levels are for full price purchases instead of upgrades (i.e. a +6 ability enhancer is a 17th level item, but upgrading a +4 to a +6 is a 15th); see Appendix 2 for more. Slots are given next to the price, and also indicate if it’s unslotted (NA) or held (He). A = Arms; B = Body; Fa = Face; Ft = Feet; Ha = Hands; Hd = Head; R = Ring; Sh = Shoulders; Th = Throat; To = Torso; W = Waist. Generally speaking, I don't include custom items unless there really is no substitute. Currently looking for: Efficient ways to gain notable Spell Resistance and Damage Reduction. Notes: Wands can be triggered with DC20 UMD if you aren't a caster or if the spell’s not on your list. This is a gear guide, not a spell guide. Wands and custom items are rarely mentioned. Weapon and Armor enhancements are listed as +X, but vary in price! They’re sorted separately from flatcosts. Actual +flatgp costs are basically anything higher than "+5". They have a listed item level below. The contents of this file can be browsed and sorted in a more fluid form through the Spreadsheet of Shopping . IF YOU EDIT THIS DOCUMENT, EDIT THAT ONE TOO. Contents Fundamentals Checks and modifiers , Initiative , Spellcasting and psionics Defense Vs Weapons , Saving Throws , Miss Chance , Mind Blank , Lock Conditions , Death and Draining , Other Magic Mobility Normal Movemen t, Flight , Tactical Teleports , Freedom Support Vision/Detection , True Seeing , Dispel / CounterDispel , Scrying / InfoGathering , Tool Use , Healing , Stealth Offense Weaponry , Turning/Rebuking , Sneak Attack / Ambush , Miscellaneous Buying Feats , Other , Novice Maneuvers . Further Reading / Acknowledgements Appendix 1: Adding common magic item effects to other items Appendix 2: MIC Item Level system summary Fundamentals Handles basic gold taxes and boosts to fundamental abilities like spellcasting. Fundamentals Checks and modifiers Sooner or later everything comes down to your check modifiers. They make you better at just about everything. Ability score boosters can also be viewed as a spellcaster’s primary weapon. See Appendix 1 for slot information by ability score. 0.5 50 Varies Masterwork skill tool (+2 circumstance) Dirt cheap, can be made for many different skills. Buy ASAP if you rely on skills. Typically held. 7 2500 Varies +5 skill booster (competence) 8 4000 Varies +2 ability score boosts (enhancement) 12 10000 Varies +10 skill booster 14 16000 Varies +4 ability score boosts 15 24000 W +2 Belt of Magnificence (MiniHB) The Belts are cheaper than six normal boosts, but normally a sixscore MAD character has other problems. 16 27500 NA +1 tomes (directly improves the score, permanently, up to +5) 17 36000 Varies +6 ability score boosts 18 55000 NA +2 tomes 20 82500 NA +3 tomes 20 96000 W +4 Belt of Magnificence (MiniHB) 21 110000 NA +4 tomes 22 137500 NA +5 tomes 25 200000 W +6 Belt of Magnificence (MiniHB) Fundamentals Initiative Initiative, being an opposed check, is settled by your relative modifiers , not absolute score. Against a fixed enemy initiative, extra boosts have diminishing returns. The general rule is still that more is better. The best buy is the Ring of Anticipation (it really does have the biggest impact for the cost, and possibly the biggest impact ever). Put the weapon mods on gauntlets, armor spikes, or similar alwayson weapons they all only work when wielded. * +1 He Warning weapon (MIC) [+5 insight] The standard boost for initiative on weapons. Put it on gauntlets or spikes. * +1 He Eager weapon (MIC) [+2 untyped] Eager weapons also get freeaction drawing and +2 damage during early combat. 3 750 He Nerveskitter wand [+5 untyped] Put this in a wand chamber in whatever weapon you’re always holding (i.e. gauntlets), so it’s in hand whenever you need to roll. If you can activate it, this is amazing value. 8 4000 Ft Sandals of the Vagabond (CCha) [+2 luck] Dirt cheap and a good bonus type, and a feelgood immunity to exhaustion. Part of a set (Garb of the Vagabond) marketed towards monks; the rest of the benefits are… meh. 9 5000 H Helm of Righteous War (CCha) [+2 insight] Also has a shortrange enemy radar and antiflank effect powered by turn attempts. Part of a set marketed to paladins (Regalia of Righteous War); together, they can basically give you a limited form of Opportunist, but the rest of the set isn’t too amazing. 9 5000 A Bracers of Blinding Strike (MIC) [+2 competence] Also can add hits after a full attack, 3/day. It’s part of a set; it’s notable that every other item in the set (the Fleet Warrior’s Array) is on this list. The +Hits effect won’t function if you use an effect to get an extra attack, such as Haste or Rapid Shot. 10 6000 R Ring of Anticipation (DotU) [Roll twice, take highest] THE best initiative item, bar none it functionally reduces the chance of a low roll and increases the chance of a high roll. Works wonders no matter your relative Initiative modifier, and comes with a boost to Listen and Spot at a bargain price. 12 8500 A Bracers of the Hunter (SoX) [+2 competence] Also improves Hide and Sneak Attack; given the bonus type, these are why you’d buy it. 13 12000 W Belt of Battle (MIC) [+2 competence] Also includes charges for bonus actions. If you can afford it it’s one of the best items printed, regardless of your adventuring profession. Fundamentals Spellcasting and Psionics 3 3 3 3 4 7 7 8 8 8 8 9 9 10 11 12 In general, you want your caster level to be as high as possible, make good use of bonus spell slots or spell rechargers, and using magic items to expand your arsenal. 460 He Eternal Wand 0 (MIC) All eternal wands give 2/day spells on the cheap, but only arcane casters can activate them. Technically a wondrous item, not a wand (though they require Craft Wand as well), so it probably won’t work with wand chambers or specialist wand options. 500 Th* Chronocharm of the Uncaring Archmage (MIC) 1/day, can cast a 1round spell using a standard + swift. Takes a day to attune to the wearer, so you can’t buy spares, but can share the throat slot with any number of other, different, chronocharms. 500 Hd DrakeHelm (1 slot) (ExpH) Any spontaneous arcane spellcaster will love these they allow you to “buy” extra spells known. Drakehelms can hold one spell per slot, but the spells themselves are coded into interchangeable, but more expensive, dragonshards (see the table below). Curiously, they don’t appear to be limited by spell list, but check with your DM, as that’s probably an editing error. If nothing else it seems to allow bard spells from sorcerers, and vice versa, and the flexibility easily beats out a runestaff. 620 Th Drow House Insignia 1 Similar to Eternal Wands, except ~25% cheaper, 1/day, slotted (throat), and open to those without arcane casting. Despite the name, these aren’t restricted to drow, though they typically contain drowtype spells. 820 He Eternal Wand 1 3000 He Lesser Rod of Metamagic: Extend A useful effect for almost anyone. Generally speaking other MM rods aren’t worth it. 3000 NA Heward's Fortifying Bedroll (MIC) Allows prepared arcane casters to swap out spells quickly. Doesn’t grant extra spells per day, but will recharge any spells you used prior to 8 hours ago. Less useful for spontaneous casters or manifesters, or anything else with daily abilities or swaps. Since divine casters usually regain spell slots at a fixed time of day instead of after rest, this won’t work with them either. 3300 Th Drow House Insignia 2 4000 Th Torc of Power Preservation (MIC) Two versions of this item, this one with a 5/day limit, the other unlimited. They reduce PP costs when manifesting by 1. Confirm how this interacts with augments the standard ruling is that you can only augment as far as normal, but 1 fewer PP is actually deducted. 4000 R Spellguard Ring pair (CMag) Bargain way to make AoE targeting simpler, as whoever wears the partner ring is immune. Not a bidirectional effect, and only immunizes one buddy, but quite cheap. 4000 Hd Drakehelm (2 slots) 4420 He Eternal Wand 2 5000 Hd Circlet of Mages (MIC) Inexpensive and quick lowlevel spell slot recovery. 6000 NA Metamagic Wandgrip (CMag) 3/day, applies one metamagic feat you know to a wand, at the cost of extra charges (no extra action required, just attach to the wand and go). Buying spares is advised. 8000 R Ring of the Beast (CCha) Summon Nature’s Ally now pulls from the next list up. Astonishing with the right picks (i.e. III for Unicorn) or if paired with the batchsummon option (where it’s better than constant Twin Spell). It’s even part of a set (the Trappings of the Beast, marketed for druids, with acceptable effects, but it’s questionable what happens with them during Wild Shape). Almost certainly undercosted. 8200 Th Drow House Insignia 3 Gloves of Deadly Casting (FoW) All your touch spells and rays now have a 1920 threat range. (Doesn’t stack with improved critical. Ring of Mighty Summons (Cmag) Cuts summon duration in half. Only listed because if you remove the +4 armor bonus it comes with. if the DM allows that power). Robe of Arcane Might (MIC) +1 CL to one school. for use with a drakehelm (see above). but spike damage increases. emulate a class feature via UMD). but apparently only on (Summoning) spells. so they can’t be tapped to charge up cognizance crystals (unless using Bestow Power. but maximizes their HP. This is precedent on other discipline power items. Won’t stack with Overchannel or Wild Surge. 10 6000 * 1stlevel spell 12 9000 * 2ndlevel spell 14 14000 * 3rdlevel spell 16 26000 * 4thlevel spell 16 35000 * 5thlevel spell 17 46000 * 6thlevel spell 19 69000 * 7thlevel spell 20 84000 * 8thlevel spell 21 101000 * 9thlevel spell . the price drops to an unbelievable 5000. Boccob's Blessed Book Half the price and a tenth the weight and volume of a standard spellbook.12 13 13 9000 10900 12000 Hd He He 13 12500 NA 14 14000 R 14 14000 Ha 14 +16000 He 14 14 16000 18000 Hd He 15 20000 R 15 20000 He? 15 21000 B 16 27000 He 16 17 18 30000 36000 47250 NA Th Hd DrakeHelm (3 slots) Eternal Wand 3 Rod of Magical Precision (CMag) If you use rays but don’t have a feat slot for Precise Shot or BlindFight. this will cover for you it’s also the only way to get “Seeking” on rays. You need to be able to cast divine spells to activate it (or. but it’s a continuous effect. draining extra charges.800gp). presumably.) Manifester weapon (XPH) Put it on ammo. Ring of Arcane Might (MIC) +1 CL. but the bonus isn’t mechanically limited to divine spells. Rod of Many Wands (CMag) Use up to three wands as one fullround action. no nonsense. it’s not limited to arcane caster level. DrakeHelm (4 slots) Surge Crystal (MIC) Charged item that gives up to +3 ML. Appears to let you use them regardless of spell list and bypassing the need for UMD. Might not be available except as a standard prayer bead set (45. You have to use it on manifesting a power. Remember that power points are bottlenecked you can’t supplement them. Any costs to cast the spells (such as from an NPC) aren’t included. Orange Ioun Stone [+1 CL] Torc of Power Preservation (XPH) Psicrown of the Astral Legion (XPH) 900pp to spend on a very versatile power at ML 18. Each arrow you wield now counts as a 5pp packet that recharges daily. and stacks with that. Similar in most respects to the Orange Ioun Stone (just cheaper and slotted). Despite the name. Works regardless of how you summon. Supplemental table: DrakeHelm Syberis Shard Costs These are able to hold any arcane spell up to their level. Only on this list because it’s a big bonus; most of the time a psionic version of the Ring of Arcane Might is better. As levels increase you have enough duration for the fight and then some. The cost is really low for this benefit because it has a 30% modifier. Strand of Prayer Beads: Karma bead A fat +4 to your caster level for 10 minutes. presumably for requiring a ‘specific class’ to use. The spell inside can be changed once per month by simply casting a new one. If you do use them. different. but can share the throat slot with any number of other. piercing. on a body slot with low competition. Mithral medium armor The mithral breastplate is the benchmark against which most light armor should be measured. not Enhancement (so Ghostward won’t work with them). Iron Ward Diamond An inexpensive way to get DR/ at low levels.) Gold standard in ablative defense. Swap the crystal out for a better one while adventuring. the A&EG allows these to accept armor enhancements as if they were suits of armor. the bonus seems to apply even if you aren’t getting the shield’s benefit to AC (i. (A similar effect happens on Defending weapons. +5 lesser; the less is 1000gp). There are other ways to minimize both of them. they cap at +8. +1 Bracers of Armor Apart from the obvious (unrestrictive and applies bonus to incorporeal attacks). In general you only use light armor. but ranged characters can employ Feycraft weapons (see below) to keep that melee attack bonus up. not +10. although it’s low and wears off after absorbing a certain amount. Mithral light armor In general. it’s cumulative!) Despite the name. Defense Vs Weapons * +1 B 3 500 Th* 3 500 NA/He 3 500 NA/B 3 500 NA/B 4 1000 A 4 +1000 B 7 3000 To 8 +4000 B 12 9000 To Ghostward armor property Allows you to transfer enhancement bonuses say. stronger gems only work on heavier armor. and the bonus is Armor. not an increase to the shield’s. and (eventually) hit points are where your true defenses lie. DR/Alignment. or slashing. which you’re probably not using (and if you are. but they’re more expensive and harder for some people to use. Shirt of [Bone/Chains/the Treant] (MIC) These grant DR 3/bludgeoning. Works quite well against rays. Iron Heart Vest. resistances/immunities. curiously. (1/ for 10 points. Restful Crystal (MIC) You aren’t fatigued if you sleep in armor with this gem attached. or DR/Special Material. 3/ for 30 points (2000). Novice: Wall of Blades (ToB) If you’ve got a good attack bonus. this can let you block any attack. from Magic Vestment to touch AC. but they’re much more expensive and of questionable value. Defenses In general. You need a shield to use them but. and the MIC makes it clear that they can accept armor crystals (which allows you to doubleup on them if you really want). it’s probably got permanent DR from being made of adamantine). Crystal of Arrow Deflection (MIC) These shield crystals directly increase your AC vs ranged attacks (+2 least. so you can’t buy spares. Chronocharm of the Grand Master (MIC) 1/day immediate. chronocharms. The marginal increase to Greater is just the Deflect Arrows feat. if you’re using a twohanded weapon and a buckler) it’s a separate bonus. Your saving throws. even rays. Chances are your attack roll is higher than your touch AC. and to always have such a weapon in hand. There are upgraded forms of these corresponding to DR/Magic. and combines very well with arrow deflection crystals. and they apply when flat footed and against rays. but it’s often not worth the expense. assuming you’re even able to be targeted at all. 5/ for 50 points (8000)). Unlike other armor gems. do not bother with raw AC. However. . Takes a day to attune to the wearer.e. (It’s a melee attack roll. since it doesn’t limit your movement. touch AC. I only list these because they’re dirtcheap for the size of the untyped bonus you get. i. meaning you keep your medium/heavy armor (and its armor abilities) active overnight. gain a +5 dodge bonus against any ranged attack.e. it’s effective against more than incorporeal creatures. with defending armor/shield spikes. this is favored by people who absolutely cannot deal with ASF% or ACP. as appropriate. a smaller marginal benefit (since it doesn’t work on rays). and it’s ideal to have both. or nosave effects). though you still need a distraction. or Fortitude respectively without martial adept levels. so they’re listed with both. but renders you immune to nonmagical weapons and gives you a flat DC 15 Reflex Half against all magic weapons. a critical point to consider is whether a miss chance stems from concealment or true concealment. but possibly useful depending on what challenges you face. you can even switch which save it applies to. Expensive and limited but a lifesaver. you’re immune to Sneak Attack (and presumably other precision damage). Cheapest way to get this effect I know of. Starmantle Cloak (BoED) Expensive. You use heavy armor if you have features that expand its use. or 10 to select Will. and it’s a fraction of the cost of true Mind Blank (but not as useful. 4000 S/To +2 Cloak of Resistance 5000 Th Amulet of Fortune Prevailing (MIC) Allows you to reroll one save per day.14 +15000 B 22 132000 Sh Adamantine heavy armor Adamantine full plate is the benchmark against which heavy armor is measured. unless they say otherwise. Novice: Any DM counter (ToB) If your Concentration modifier is higher than a save. Part of a set marketed towards paladins (but. If you have Mettle. Miss chances not from concealment can stack up on top of concealment. or if you favor mounts. Miss chances due to concealment can be used to Hide. saveordies. you also can’t be directly attacked nor targeted unless sensory abilities pinpoint you. and with a +14 Reflex save. Defenses Saving throws 4 7 8 9 12 13 14 14 15 15 17 17 The Cloaks of Resistance are generally the best items of their price you will ever buy. 1000 Sh/To +1 Cloak of Resistance 3000 R Ring of the Diamond Mind. or if it’s just a “miss chance”. Defenses Miss Chance In addition to the obvious (miss chances causing attacks to miss regardless of your AC). and occasionally stack up with each other. If you have a miss chance from concealment (usually 20%). although you need to be level 2. though they do suffer from diminishing returns. but this can also salvage dispel or SR checks. However. 45000 R Ring of Nine Lives (MIC) Can turn a failed save into a success as an immediate action. However. these items are absolute godsends. but weak. If it stems from total concealment (usually 50%). 6. Borderline broken. Realistically. you’re basically 95% immune to weapons. realistically. if you’re a warforged. multiple concealment effects don’t stack you only roll once. and you only expect to make one save per battle. Also automatically heals you if you fall to negative HP. The MIC provides alternate vest versions at the same cost that use the lessfrequentlyused torso slot instead. They work differently. it won’t upgrade to Improved Evasion if you already have Evasion. this instead upgrades it to Improved Mettle; this is the only way to get this ability. Also. if you have teleportation movement. you’ll reserve this for saving throws. concealment from darkness isn’t effective against creatures with darkvision. With a day. and effects that bypass “concealment” do not bypass miss chances not from concealment. UNLIKE the Tabard. particularly because it won’t help against divinations. they don’t block . 25000 Sh/To +5 Cloak of Resistance 25000 R Ring of Evasion Expensive. Berserker Strength barbarians will want it more). Add on Evasion. and the set benefits are minor. 9000 Sh/To +3 Cloak of Resistance 12000 Sh Mantle of Second Chances (MIC) Allows you to reroll any d20 once per day. 16000 Sh/To +4 Cloak of Resistance 16000 To Tabard of Valor (CCha) Adds Mettle while under half HP. the Raiment of Valor; the other two items are cheap. at the highest miss chance from concealment. +45000 B Slippery Mind armor (DMG2) Provides the rogue special ability as a fixedprice armor mod you can consistently reroll saves against Enchantment and Telepathy effects (not just the [MindAffecting] ones) with this. Reflex. but successful targeted spells won’t cause the miss chance to drop only attacks (including rays) will do that. 2000 Th Torc of Displacement (MIC) Inexpensive (charged) and immediateaction concealment for 1 round. explicitly. +1 He Smoking weapon (LoD) 3e ability. for 1 minute each. except that force effects and Ghost Touch attacks ignore it. 50% miss chance for 5 rounds. but it may as well be creatures pick one of the 1d4+1 images at random when aiming at you. The square you’re in is basically a Stinking Cloud (concealment; it’s not big enough to provide total concealment) that doesn’t interfere with you it can be used to nauseate others in the square as well (i. concealment. this is 20%. and specifically ignored by antiincorporeal attacks. Displacement). However. By default. 4500 He Mirror Image wand Also a good candidate for eternal wands. When stacking miss chances. but incorporeal miss chance works like the latter. but if you wear any item that improves your Speed. you can pair them with a miss chance roll. 8000 R Ring of Entropic Deflection (MIC) If you end your turn 10’ further from where you started (unlike Skirmish. which in effect turn rerollers into an extra miss chance equal to your final actual miss chance. which in general I’d find a better investment (but they do stack). “attacks” that hit an area or all targets in an area (such as Whirling Blade) will cause all the images to pop at once. The miss chance is 50%. Seeking arrows). 1 minute. Weird cosmetic effect. Notable in that it will cause targeted spells to fail if they roll poorly. This isn’t a true miss chance. If you have reroll effects available that don’t specify d20s. this is a 50% miss chance. Undercosted. the attack’s negated. it can only be triggered when attacked in melee. and arguably replaced with Greater Blurring. +3 B Gleaming armor (XPH) Permanent concealment. or 50%83% (average 75%) at minimum CL. check how your DM rules about True Seeing it negates illusions (including. This is your entrylevel miss chance. so what happens if a magic item grants you concealment through an effect that doesn’t mimic an illusion spell? Finally. possibly broken) item that also provides for tactical teleportation. swift activation. Slotless. The miss chance varies from 20% to 40% with charges. energy drain defense. Items rarely grant this. note that they’re multiplicative a 20% and a 50% miss chance together combine to reach 60%. Similarly. you automatically get a miss chance vs ranged attacks (including rays) for 1 round. concealment (not total). so the chance of hitting is multiplicative. technically it’s the defender making the miss chance roll. but does not negate concealment.e. The generous duration. +1 B Blurring armor (MIC) 3/day swift. These abilities to not ignore other miss chances. similar to an actual miss chance (except one that drops when attacked). Consider it a miss chance of 1(1/(number of images+1)) . 5500 Sh Shadow Cloak (DotU) An outstanding (and certainly undercosted. and also provides a bonus on Hide checks; technically it can be .* * * * * 6 9 9 10 11 11 precision damage nor can they prevent targeting. 4400 Hd Shadowy Diadem (Dmag) 3/day swift. +1 B Displacement armor (MIC) 1/day swift. Provides concealment for 1 round as an immediate action. This functions independently of miss chance and checked before seeing if you’re hit. +3 B Greater Blurring Armor (MIC) Atwill swift. grapple). and if it’s an image. though certain other items do (for instance. However. (Concealment + Displacement is a 60% miss chance; adding in a reroll raises it to an effective 84%). daily uses equal to your Constitution modifier (minimum 1). It’s not concealmentbased. Shuts down early if you enter a level 3 [Light] effect (but works in natural bright light). it activates even if you teleport). not concealmentbased. grants concealment and also blocks energy drain. and low price make this a good baseline miss chance to aim towards. Included for comparison to Blurring. 8000 NA Shadow Sibling (MoE) Immediate action. concealment for 5 rounds. it’s held. 200800 Hd Cowl of Warding (MoF) SUPER expensive. Blink for 7 rounds. Usually Lawful Evil. The weaker versions might be worthwhile if you’re desperate for basic mindaffecting boosts. Dazed. Most appropriate slot is probably Throat (as a talisman) or Held (as a holy symbol). though the miss chance is only 20% and you can still be targeted. you otherwise function as if you had total concealment.e. Defenses Lock Conditions A lock condition is one that prevents you from freely taking actions. The two conditions really only differ on those two points. Be advised that immunity to mindaffecting is a doubleedged sword: any Morale effect is mindaffecting. but the prices are a little high (500/+1. .15 24000 Sh 16 27000 R attacked under Attack an Object or if you roll a 1 on a save. 120000 Fa Third Eye Conceal (MIC) Permanent mind blank. so they tend to be better deals. defenses against some of these subsets are pretty common. which becomes more and more useful as your levels increase and your foes get access to better scrying. but only Ego 2. Frightened. even if the effect isn’t actually [MindAffecting] (it’s that loosely worded). Still. Curiously. which thus stacks with the mind cloaking gems if the effect is mindaffecting. plus a whole host of other defenses. and almost the entire Enchantment and Telepathy schools. 10000 NA/B Greater Crystal of Mind Cloaking (MIC) +5 Competence on saves vs mindaffecting. and automatically reduce AoE damage by half. Blink is an odd duck as far as concealment goes. This includes blanket immunity to mindaffecting. consider bonuses to saves or triggered immunity instead of blanket immunity. any enemy ability specifically foiled by total concealment will be foiled by this. 4000 Varies Protection from Evil charm (custom continuous item) Not truly Mind Blank and one of the few custom items here. but it also comes with Freedom of Movement and Spell Turning. 8000 Hd Mindvault (MIC) Mind blank for 1 round as an immediate action. If you adventure with a bard. 10000 Fa Crystal Mask of Mindarmor (MIC) NOT to be confused with the Mask of Mental Armor. but defenses against “mindaffecting” will hit them all. and has a 1/day immediate reroll after learning you failed a Will save. Ring of Blinking Atwill standard. Everything else falls under here. this is amazing. +3 resistance (i. Mind Blank itself is actually far stronger than simple blanket immunity to mindaffecting: It also renders you immune to divinations. compare to the Mask of Mental Armor (4k. 8000 He Talisman of Undying Fortitude (MIC) Provides most undead immunities for 3 rounds twice a day. giving you 50% most of the time. included because it will stop all attempts to exert mental control on you. the Crystal Mask of Mindarmor is a +4 insight bonus on all Will saves. This is what you’ll pay to get such an effect. These include fear. Defenses Mind Blank 8 11 11 12 12 21 26 Mindaffecting effects can really ruin your day. General MindAffecting immunity is covered via Mind Blank; basic locks to movement (such as Entangle) are handled via Freedom of Movement. takes up a Face slot) and the gems come out on top. 20% against some opponents. make it a bargain. If you can get immunity to daze. Stunned. These abilities. won’t stack with your Cloak of Resistance). since they’re all Competence. but its own incorporeality is an uncommonly good defense for a symbiont. It also provides some mobility options. in exchange for accepting a 20% miss chance on your own attacks unless you can hit both ethereal and material targets. so although you functionally have concealment. 4000/+3) and they lack the reroll. morale penalties. Minor Cloak of Displacement The major version isn’t worth it. but you’re dazed during that round. Curiously. and so on. which means that people under Mind Blank can’t be buffed with Inspire Courage. being an ultimate nosell. However. plus the slotless nature. and this protection extends to all alignments. like noxious gases which all too often cause Nauseate (a nasty lock condition). but if the elemental damage being thrown about is Wave Motion Gun caliber. stun. * +2 B Energy Immunity armor or shield (MIC) Immediate action 1/day. This is an extremely popular item: Some people buy several and switch them out for fresh ones on use. it’s held. and part of a set with no specific market (the Raiment of the Four). and neither Mind Blank nor Freedom cover for it.. 3 500 NA/Sh Clasp of Energy Protection (MIC) . it even blocks Fortitude (Object) saves. totally blocks one [Death] or negative energy effect. but total immunity to any single energy type (except Sonic) for 1 minute. though that’s clearly not the intent) and a few others (but not daze immunity). This includes energy resistances. * +4 B Radiant armor (MIC) It’s expensive. and fascinate. stun. it also prevents inhaled threats. 11 8000 He Talisman of Undying Fortitude (MIC) Provides most undead immunities for 3 rounds. and a 1/day immediate reroll if you fail such a save. * +4 B Soulfire armor (BoED) The gold standard for protection from You Just Die effects.3 600 Ft 4 1000 Ft 7 3000 Fa 10 6000 Th 11 8000 He 14 15000 Sh/He Boots of Agile Leaping (MIC) The most common “lock” condition is Prone. once per day. 9 5000 NA/B Greater Crystal of Lifekeeping (MIC) Continuous +5 on saves vs death or energy drain. daze. paralysis. Boots of Landing (XPH) Slightly contentious. but you land on your feet no matter how far you fall. and specific counters to common magic. fatigue/exhaustion. However. and one of the rare ways to get actual Daze immunity. Can be held or used in a shoulders slot by mounting it to your backpack; slightly heavier if slotted. hours ); while intended to be used underwater. Periapt of the Sullen Sea (MIC) You can hold your breath for 12 hours (yes.. These include mindaffecting. Spell Resistance. Could only be better if it were [Synergy]. Excellent bargain. Defense Death and draining * +1 B Death Ward armor (MIC) 1/day immediate. +3 for 1000). Talisman of Undying Fortitude (MIC) Provides most undead immunities for 3 rounds twice a day. it’s permanent immunity and then some. anything requiring Fortitude saves (as written. Also allows 2/day casting of Freedom of Movement (if you have 4th level slots to sacrifice). Defense Other Magic This section includes other ways to foil enemy magic. Third Eye Clarity (MIC) Immediateaction immunity to stun. Also allows Dex to Jump: it’s a mobility aid for the speedy. instead of landing on your back. grants concealment and also blocks energy drain. Slotless and an amazing bargain. confuse. it’s held. Radiates light for a while. 9 4400 Hd Shadowy Diadem (DMag) 3/day for 1 minute each. so doesn’t support some stealth. Banner of the Storm's Eye (MIC) Immunity to fear. The cheaper forms lack the reroll and have smaller bonuses (+1 for 500. but can be an economical way to get universal energy resistance 10 without action demands. These boots and 5 ranks of Balance will let you stand as a swift action without provoking any number of times; skill tricks for this exist but are 1/encounter. alongside the Belt of Wide Earth. Say. if you’re tripped. Surprisingly good buy given the effects and how you can wait until literally the last second to choose the energy type. The Cloak of Elemental Protection is better in most cases. However. you land on your feet you might be immune to Prone with these. and confuse in a 20foot aura. and thus available in installments. and Fire). and then as a free action launching any number of the copies at a foe when needed. (Most other SR is overcosted and irrelevant when you can afford it. if you’re wearing an Intelligence or Charisma booster. if you’re dealing with lots of people spamming it. if it blocks such a spell. the biggest concern is competition for ring slot items on casters.) Cowl of Warding (MoF) Provides Spell Turning (6 spell levels per day) while worn. but if you’re buying the items on their own. you’ll appreciate this. Electricity.e. furthermore. but the benefit’s nice. Since you’re buying the boosters anyway. You won’t buy the set for this benefit. Ring of Mystic Defiance (MIC) 3/day immediate. but perhaps the best spell to pick is Greater Dispel. including Sonic. 1/day resist 10 to any single energy type (inc. but the items are cheap and their benefits exceed their costs most of the time. reduce incoming spell damage by 10. (If it blocks the spell multiple times. can the wielder fire off an entire Chain Lighting (with new arcs) next round. (prevents up to 25 per day). you get 5/day Fire Resist 5 that automatically activates whenever it would help. The Shield spell does it better. Salve of Minor Spell Resistance (MIC) Activate for five minutes of SR 17. if a Spellblade blocks the arc from Chain Lightning. You won’t be buying the set for this purpose. Regalia of the Phoenix set benefit (MIC) Only useful against fire. but anyone can use this and it doesn’t require an action. if you expect to face a specific energy type. this ring gives an insight bonus on Fortitude saves against spells equal to half the bonus of the booster (max +3). Three of the four are on this list. Cloak of Elemental Protection (MIC) Immediate action. confirm how “spellblade tennis” works reflecting multiple copies of the same spell between two spellblade wielders. Also.) Listed here because it’s generally useful. Raiment of the Four set benefit (MIC) Every item after the first that you put on gives you Resist 5 against another common energy type (Cold. there’s no listed limit on uses per day and nothing except the name suggests it’s a consumable. Although it is clearly an oil of some sort. Brooch of Shielding A reasonably inexpensive way to foil Magic Missile. it’s a lifesaver at the low levels and remains useful as an addon later. and critically these resistances stack with other resistances. Spellblade weapon (PGtF) As long as it’s wielded. you can reflect it to a new target as a free action next round. The SR:GP ratio is unmatched in either case. For the cost. Requires a shield. The improved versions (1500 for 10/50. but it also comes with Mind Blank and Freedom of Movement. being an ultimate nosell. because your team can exploit this property! While you’re at it. . 3000 for 15/75) can also be worth it. How often are you hit by that many fire effects in one day? Now consider that two of the items (Raptor Mask and Phoenix Cloak) are already on this list. Scarab of Protection SR 20. but is very cheap for the effect. you get 5/day Fire Immunity with a similar activation; the Fire Resist still kicks in once the immunity is exhausted. or just the arc that would have hit him? Check with your DM. This is the cheapest I could find for blanket SR high enough to matter when you can afford it. sonic) for an 1 round. SUPER expensive.4 1000 Sh 5 1350 He 5 1500 Th 10 +6000 He 11 7500 R 17 38000 Th 26 200800 Hd Special ** Special ** Continuous resistance 5 against one fixed energy type. and a third (the Crown of Flames) is a bargain for its effect (but not a musthave). With three. with no limits!) and. With two items. it appears to allow each to be reflected independently. It is unclear what happens if you are but one of many targets i. you’re immune to one specific targeted spell (chosen at time of creation. The MIC has a version that seems to replace this. and +11 for 20’ speed races. but it’s situational). 5500 Ft Boots of Striding and Springing Gold standard in the PHB: +10 Speed and +5 Jump (competence). but it’s still reasonably cheap swiftaction movement. 9000 Ft Sandals of the Light Step (MIC) +10 speed. 900 Ft Acrobat Boots (MIC) Cheap charged speed boost. so you can’t buy spares. 3500 Ft Quicksilver Boots (MIC) 2/day Swift. The cheapest swiftaction movement around. 7000 Ft Boots of Skating (XPH) This version gives +0 speed if moving uphill. A few spells allow you to move at double speed. it also lets you freely position yourself where the enemy isn’t. 500 Th* Chronocharm of the Fateweaver (MIC) 1/day immediate. but can share the throat slot with any number of other. Excellent for bailouts if combined with +Speed effects. but it’s +0/+10/+20). 3500 NA/B Crystal of Alacrity (MIC) (Medium/Heavy only) +5 speed. chronocharms. Slightly expensive for the uses/day. and a Morale bonus (very rare bonus type for speed).. different. indirectly. and you have concealment against AoOs. can’t be tracked. Mobility Normal Movement * 3 3 3 4 6 8 8 10 11 12 Most of these work on enhancing your normal movement. ignore difficult terrain. but the items themselves are cheap and really good at their job. +1 B Mobility armor (MIC) Gives the Mobility feat. Notably. while three is a tactical teleport. An increase to base Speed will also improve the Jump skill (+4 per 10 feet over 30’) and. chronocharms. These boots fix that. and +30 when moving downhill. this doubles as a lifeline. every other item in the set (the Fleet Warrior’s Array) is on this list. allows you to move your speed even over water. and the opportunity cost of hanging on to it when better options are around is minimal. marketed towards knights. +15 if on flat ground. 600 Ft Boots of Agile Leaping (MIC) Jump is the only normal movement skill that’s not based on Dexterity (Swim isn’t either. Of questionable value but worth a mention. or Tumble check; seeing as for many of these. Set benefits are mediocre. Mobility Flight . the Tumble skill (you move at half speed while tumbling). different. It’s also part of a set that appeals to anyone who fights on the move. Climb. and has a daily use of Water Walk excellent overall item. Takes a day to attune to the wearer. They may or may not apply to other movement modes. Mobility Unrestricted movement is very useful for just about anyone. Not only does it let you position yourself for a clear shot at your enemy (in melee or at range). which makes some tactics notably crossbow use more interesting. They’re also the only way I know of to stand from prone (without AoOs) as a swift action at will (it’s doable once per encounter as a skill trick). slotless armor crystal. which would also multiply bonuses from these. these are a great cheap purchase around level 3 or so. failure might mean a long fall. but isn’t as good (the same price. The set benefits are minor but appreciated; two items gives you a halfstrength Mobility effect. so you can’t buy spares. Does NOT ignore difficult terrain. reroll any Balance. This is the main reason most people avoid heavy armor. though slightly expensive. If you rely on closing to melee range. Takes a day to attune to the wearer. move half your speed. but quickly lose their value. It’s also part of a set (the Five Virtues). 500 Th* Chronocharm of the Horizon Walker (MIC) 1/day swift. but can share the throat slot with any number of other. You get a bit of a better deal than expected when factoring in speed mods to Jump: the final mod is +9 for 30’ speed races. 2000 NA Tooth of Savnok (ToM) (Medium/Heavy only) Provides dwarven movement to nondwarves and is slotless. or 20 if the rider’s 200400 pounds; Average). set to your land speed (so it benefits from the Normal Movement abilities above). and denying teleport escapes (Dimensional Anchor. this is a good entry point for effectively continuous flight. 13 13000 Fa Winged Mask (MoF) CL 5 Fly (60. It also has a longrange autopilot. you can also use it to turn the tables on earthborne foes with your mages and archers as well as the usual overland movement if it lasts long enough. appealing to Charismabased characters. apparently); once active. Finally. or modifications thereof. as they’re pretty much the only point in 3. Fly 40 (good) for 5 rounds. and it can be controlled from anywhere within earshot. It also has a few other abilities (passive and active) that appeal to druids and rangers. and is typically used if obstacles or foes are between the two. despite its average maneuverability. which. or similar trap. this is a good entry point for nighcontinuous flight. and the Raptor Mask is on this list already. but it does stop you from using tactical teleports aggressively. and they can’t fly straight up nor make sharp turns. which includes a soft landing effect). and works in wild shape. but using it prevents you from taking any more actions during the turn. but it can also be commanded verbally up to 300 feet away (even if it can’t hear the command word.. Trace Teleport (XPH)). 2 300 NA Tattoo of Psionic Levitate It’s slow and singleshot. These are all limited by line of sight and line of effect unless otherwise noted. 21 118000 R Ring of Solar Wings (BoeD) SUPER expensive. Mobility Tactical Teleports A tactical teleport takes you directly from Point A to Point B on the same battlefield. not you. Realistically. 14 17000 NA Broom of Flying If MoF or your face slot aren’t open. but it’s also usable with your hands full and with just a thought. so it doesn’t seem to eat up your move action.. and you must aim for a free space. not you. and teleportation does NOT provoke AoOs (though occasionally using the item might). I’d only consider this tactical if you’re using it to pursue enemies attempting a teleporting escape. Custom items based on these spells are usually possible. The speed is lower (40. 12 8160 B Owlfeather Armor (MIC) Surprisingly economical for a purposebuilt armor 3/day Swift. though. A poor primary choice. Forbiddance. and have a minimum forward speed. Boilerplate usually lets you bring your gear with you. flight is usually of short duration. most useful for getting melee characters into the sky without it. except when used to do a quick insertion or emergency escape. If you don’t mind reactivating every few minutes and if the book’s open. countering teleports generally can’t be done through equipment you tend to use spells when warding off an area (Private Sanctum. At higher levels. and it’s perhaps the cheapest way to get something resembling flight for an encounter. but perfect maneuverability at insane speeds (120’). 5x5 Continuous flight at 40’ (30’ speed if 200400 pounds; Average).At lower levels. The set benefits are actually quite good. Like the broom. It’s a great spell. but not other people. Has an effective maximum range of about 41 miles each day. Dimensional Lock). “Good” maneuverability ignores most of this. and “Perfect” is. it’s moving. Also. curiously. Know your maneuverability rules. It won’t interfere with immediate actions nor the actions of people you bring with you. typically) are more of a strategic option. they’d literally be dead weights against foes they can’t reach. good. 9 4500 He Swift Fly wand (SpC) Think of this more as a turbocharged Jump effect.5 where “facing” has any meaning “Average” maneuverability is pretty common. 18 50000 Sh Phoenix Cloak (MIC) Continuous flight and Perfect maneuverability. you really need to pay attention to maneuverability ratings . defending from insertion or interfering with tactical teleports while on the move (Anticipate Teleportation and its greater version (SpC)). Exchanges the broom’s autopilot for no range limit and the ability to hover. In most cases. Longrange teleports (starting with Teleport. lockdown. but a good fallback if your game is predominantly groundbound. well. it’s the broom moving. 15 20000 NA Carpet of Flying. so it can possibly double as Find the Path. watch out for teleports that specifically function as Dimension Door. and don’t worry about landing (it functions as Fly. Also part of a set (the Regalia of the Phoenix). 3 750 He Wand of Benign Transposition (SpC) . does not require you to know where you are in relation to the destination. with longer durations. or if you’re needing an escape from a grapple. soft landing) at will. The periapt’s on this list as well. standard. a 2/day swift 10’ teleport. Belt of the Wide Earth (MIC) Only useful if you’ve got 5th level slots. but notable because this is ludicrously cheap as far as items that “buy” known spells go. 30foot swap items for 6000). 2600 Fa Third Eye Freedom (MIC) 1/day immediate. but continuous. Command word. Not technically a tactical teleport. Also doubles carrying capacity. It’s also several orders of magnitude better than the Transposer Cloak and Rod of Transposition (both 3/day. notably grappling. not from each other). but does require line of sight. it doesn’t provoke AoOs. Allows a 10’ teleport as an immediate action. Boots of Big Stepping (MIC) 3/day. doesn’t need line of sight or effect (it works as Greater Teleport). since the gloves themselves shut down). switch ‘em out between combat. even if the range is less than stellar. and possibly broken) item that also provides for miss chance defense. If you’re not wearing armor. but it lets you use those slots to cast Teleport (at your CL if it’s better than 9) twice per day. This renders many enemy lock effects. Panic Button: Escape (CScn) A literal button that gives you a single 30’ teleport as a swift action. Buy spares. and the other items are pretty cheap. Only on this list because it’s very cheap for items that “buy” known spells. completely invalid. 6000 Th Periapt of the Sullen Sea (MIC) Only useful if you have 4th level slots. Also comes with a continuous +2 CL to your teleportation spells. Shadow Cloak (DotU) An outstanding (and undercosted. but 50 feet and recharges each encounter (which is ideal for dungeoneering. and because it’s part of a set (the Raiment of the Four) with the moreuseful Belt of Wide Earth. since it’s an item activation. it’s part of a set without a specific market (the Raiment of the Four); the set benefits are desirable (they’re mostly stackable energy resists). Shadow Hands. It’s cheap enough to buy multiples. Also almost removes your need to breathe; while clearly intended to be used underwater. However. Also part of a set and all of the other items in the set (the Fleet Warrior’s Array) are on this list. move action. it can only be triggered when attacked in melee. Particularly useful as a readied action with some teamwork. it also works against inhaled toxins. depending on action availability. Can be used on an another target (even an unwilling one) as a standard action with a ranged touch attack and a terrible range increment. so no AoOs. Finally.3 750 He* 5 1400 Ft 7 3000 Ha 9 5000 Ft 10 5500 Sh 10 6000 Ft 11 8000 W Lets you switch two allies’ locations (you can be one of them) within 110 feet (measure from you. but they don’t need either between them). and because it’s not limited by line of sight or line of effect (you need both to each target. but 2/day lets you give up one of those slots to cast Freedom of Movement (without an AoO. Novice: Shadow Jaunt (ToB) Standard action. Does NOT require line of effect. Also interesting in that it’s Extraordinary (but it still has the Teleportation descriptor) nothing stops you from teleporting into an AMF (but not out of one. 1round. 20 feet. A dirtcheap panic button. but for 3 rounds each time. 12000 To Vest of Free Movement 3/day swift. it’s always considered “inhand” (sewn on your clothes and in reach). not an actual casting). specifically. Anklet of Translocation (MIC) The gold standard. Mobility Freedom 7 10 13 17 26 Freedom of Movement. Flavored as a flash step. 40000 R Ring of Freedom of Movement Expensive. As a commandword item. Mentioned here because it lets you cover for an ally. if you’re using it more than twice per day. 200800 Hd Cowl of Warding (MoF) . as that’s 1/minute). provided you can activate it. which also controls how much stuff you can take with you on most tactical teleports. The action type and generous helping of uses for the cost make it noteworthy. 60 feet. Boots of Swift Passage (MIC) 5/day. Pair with the Periapt of the Sullen Sea for bargain diving suits. Mobility Other 4 1000 NA/B 6 2000 Ft Lesser Crystal of Aquatic Action (MIC) Cheapest way to get a swim speed. The least crystal also helps any armored character in an aquatic game. pick one: Charge as a standard action (half max range). Boots of the Battle Charger (MIC) 2/day swift. being an ultimate nosell. or (if you wear a Dexterity booster) ignore difficult terrain and allyoccupied spaces while charging.SUPER expensive. but it also comes with Mind Blank and Spell Turning. . Support True Seeing Illusions can really work you over.e. blocks Dazzled. 0. and looking for gusts can detect certain flyers. so you can’t buy spares. Amazing bargain. It’s also part of a set (the Regalia of the Phoenix) with the Phoenix Cloak. with other items that are mostly on this list (i. and if the book is allowed (it’s 3e). it’s 1/day standard for 1 minute. but some races were “balanced” by having Light Sensitivity (dazzled in bright light). For True Seeing. different. Slow. as long as they’re not mindimmune. and the set benefits aren’t bad. 1/day Daylight. you can’t target it. Support Generally. This nosells the entire school. 3 500 Th* Chronocharm of the Celestial Wanderer (MIC) 1/day. Exchanges the Raptor Mask’s Spot bonus for the ability to cast Fireball by sacrificing a 3rd level slot twice per day. Normally meek. 2 300 NA Tattoo of Detect Hostile Intent (XPH) I don’t normally list these. 0. Part of a different set (the Raiment of the Four). 8 3400 Hd Scout's Headband (MIC) Ultra cheap. 9 4500 Fa Gem of the Glittderdepth (MIC) 30’ blindsense and +2 Wis enhancement on the cheap. The set benefits are small but appreciated. it’s great for alwayswielded gauntlets or spikes. Flat GP cost. It also penetrates barriers and gives you freeaction Sense Motive checks. as well as their direction from you. etc…. 2 300 NA Tattoo of Touchsight (XPH) Touchsight is like blindsight 60 (augmentable). and you’re reduced to playing whackamole with easilyblocked AoE effects or using sensory skills (which can eat up actions on repeat use). the Belt of Wide Earth). and +2 Spot (competence). you get an extra Ring slot. Support Vision / Detection If it bleeds. unless you can’t see it. Takes a day to attune to the wearer. 11 8000 Th Hand of Glory 1/day See Invisibility. which may as well say “10 starting GP and suffer Corey Hart references”. etc.5 10 Fa Sundark goggles (RotD) Mundane. and an untyped +5 bonus to Spot (consider that this is only 1000gp more expensive than a normal +5 competence bonus and would stack with that). but DHI is unique you’ll know if anyone within 30’ has any violent intentions. and doesn’t increase the price for your next enhancement if it’s on your primary weapon. but can share the throat slot with any number of other. but it’s distinct enough that anything which references blindsight won’t block it. and also comes with +10 Search and Spot (competence). 8 3500 Fa Raptor's Mask (MIC) Inexpensive immunity to Blindness (a nasty condition) and dazzling. but it’s a relic for Garl Glittergold. 10 5500 Fa Eyes of Truth (MIC) . If you can afford it. but you’re blind while you wear it. 16 +30000 He Blindsighted weapon (Und) Blindsight 30 while wielded. Also. chronocharms. It’s hard to know when one will really matter.5 NA He Bag of flour or sawdust A classic doesn’t actually improve vision. and the items are inexpensive. but looking for footprints can allow you to pinpoint invisible foes.5) out to 30 feet and immunity to vision effects like gaze attacks. Also includes darkvision and See Invisibility options. On the list because it’s obscenely hard to hide from if shortrange. immediately reroll any Spot or Listen check. 18 55000 Th Dragon's Eye Amulet (MIC) Continuous Blindsense 30. you can kill it. 12 9000 Fa Blindfold of True Darkness (MIC) True blindsight (rare in 3. If you can’t see it. these abilities all make you a bit more badass at something you already do. 8 4000 Fa Goggles of the Golden Sun (MIC) Immunity to blindness and dazzling. but this helps cover for low rolls in tense situations. be they invisibility or walls or Mirror Image. but useful panic button. but it’s reasonably cheap as far as runestaffs go. Available long before level 15. so you can buy this in installments. Every buff on the target has +5 to its dispel DC.e. but can block Greater Dispels. or where the dispel’s aimed it’s like +4 CL for antidispels. See above for more on this it’s versatile. it’s astonishingly good. Actually a synergy ability with Dispelling (+1). Disjunction). It also has a secondary counterspell ability that works like an immediate Greater Dispel (+20 cap) on its own (but ask for clarification on “any level”). This second effect is almost impossible to come by otherwise. 16632 Varies Dispelling Buffer (XPH) (1/day. Can really ruin an enemy team’s day if your (enlarged) meleeist uses it at the right time. 25000 Th Antimagic Torc (Und) . but provides a 1/day targeted CL 15 Greater Dispel against every target adjacent to you as a standard action. a Dispelling Cord can cause a Dispel Magic to check at 1d20+12. 11 hours) This is a commandthought custom item. The activation type makes it competitive with the Scout’s Headband. Most kinds of Dispel spell including the lowerlevel noncore ones like Dispelling Touch or Arcane Turmoil benefit from boosts to dispel checks. but it can also alter other True Seeing spells you cast. Provides an excellent way for your meleeist to save your caster the action of a dispel. you can reflect it to a new target as a free action next round. Support Dispel and counterdispel * 4 8 10 10 13 14 14 15 15 General +CL gear is still important: Caster Level increases make your dispels more effective and make your spells harder to dispel.14 16000 He 17 36000 He 19 75000 Fa 1/day swift for 1 round. but 3e. no questions asked. as an immediate action. Cheaper than the DMG suggests. although it’s held. 25000 He Magic Siphon (MIC) Expensive. 4000 R Ring of Counterspells Set this to hold Dispel Magic. 6000 R Ring of Enduring Arcana (MIC) Give this to your buffer or summoner. no questions asked. can attempt to counterspell it (as if using Dispel Magic) or retarget the spell within 60 feet. instead of just +10). Truelight Lantern (MIC) Notable in that the True Seeing effect covers an area anything in a 60’ cone is visible by all viewers as if they were using True Seeing. Hathran Mask of True Seeing (UE) Continuous True Seeing. It doesn’t care where these spells are. It’s 1/day on its own. Works once.e. and Dispelling Buffer is explicitly checked last if subject to a targeted dispel. +6000 He Spellblade weapon (PGtF) As long as it’s wielded. with no limits!) and. used as an example of how to apply this excellent power. CL 15 targeted Greater Dispel. +2 to any dispel checks for your turn. but used here to block and reflect Greater Dispel. This is a great “team” purchase. on hit. if it blocks such a spell. Can hold any spell. 12000 R Ring of SpellBattle (MIC) Instantly aware of any spellcasting within 60 feet. and it will block it outright if targeted at you. Also. includes +5 Spot (competence). +2 He Greater Dispelling weapon (MIC) 3/day (or 6/day. Best bargain for dispel around. you’re immune to one specific targeted spell (chosen at time of creation. and can save your bacon if you return a Disjunction to sender. it’s unclear if the regular Dispelling uses are cumulative) swift. For the price. WON’T block area dispels (i. on top of improving your other spells. Torso or Waist are perhaps the most appropriate slots for this. 16000 R Ring of Greater Counterspells (MIC) This functions as its lesser cousin. furthermore. 1000 W Dispelling Cord (MIC) 5/day swift. and most of these items directly improve the check even if it’s capped out (i. Runestaff of Vision (MIC) Only useful for spellcasters. like other lanterns you can set it down after activating it and have it still work. 1/day. but easily reloaded. It increases their spells’ dispel DCs by +4 as a continuous effect. 14 16200 Fa Crystal Mask of Otherworldly Gaze (CPsi) Gives you a single daily use of the ethereal agent power (basically. 13 10180 Fa Third Eye View (XPH) Remote viewing once per day. or can cut straight through spaghettiball mysteries if used appropriately. since it limits vision range to 20 feet while active. and any time you’re holding the weapon or shield. so possibly barred. These objects can let you know what’s coming up. gender. Support Tool Use Sometimes you need to get some other tool to bear quickly.1/day Antimagic Field centered on the wearer (not sustained by the torc; it won’t interfere with itself). 3e. but it does allow free vision into the next room or treasure chest or really anything . You have to concentrate to maintain the agent or direct it to move. particularly if paired with alwayson weapons like gauntlets. you’re also “holding” the wand. but when you see that the power gives you knowledge of the last two owners of whatever object you pick up (race. Perfect for swift or immediate action wands (like Nerveskitter). The cheapest way to get this astonishingly strong effect (compare BoED’s antimagic manacles. . alignment. 1 +100 He Wand Chamber modification (Dungeonscape) Slot a wand into this. and natural water pools don’t pack light. and works wonders if you happen to have a map of the facility in the first place. Toggle it in short bursts and you’ll never hit the 10minute threshold. In several ways this is better than Scrying. Also doubles as a basic spy tool. but this is available much sooner. These can also be slotted into rods (maces) or staves (double weapon). The ML is only 7; if used to remotely deliver a power. as per the psicrown of the astral legion. 5 1350 He Scry Shard (MIC) Clearly. 6 2205 He Dorje of Clairvoyant Sense (XPH) The Seer list has a few really good effects on it. supercheap method for carrying a lot of excess cargo.000. as the quasireal viewpoint you create can be used to communicate. The cost is as low as it is because. though those are continuous). at 132.5 12 NA Mule and saddlebags The mundane. TWFers in particular will appreciate these it’s like buying two spare hands. in effect aiding your mobility as well. but this can be used by anyone and spammed something fierce. blocked only by divination barriers. the extradimensional options let you carry more loot and gear while staying under a light load. 6 2000 Ha Gloves of Object Reading (XPH) At will use of a 2nd level discipline power regardless of class for 2000gp is a bargain. and after that. However. 15 24000 Fa Third Eye Sense Clairvoyant sense at will. holy water fonts. age. A dorje’s much more costeffective if you can activate it. including this great way to see into other rooms or enemy camps without being detected yourself. and how they got and lost the object). it has a 30% cost modifier for requiring a specific class to use. a camera that moves independently on the ethereal plane and includes darkvision and blindsight) for up to 90 minutes. as it won’t be in your hand ready to fire exactly when you need it. Clearly a typo (but its intended use makes a great spell more practical. These items make you a better tool user. and it fades if you go without concentrating for 5 rounds. Con damage is easily healed at any level you can afford this. this item is supposed to replace the lessportable foci for the Scrying spell 2x4 silver mirrors. 15 25000 R Ring of XRay Vision NOT a tactical sensor device. you’ll be supersleuthing it in no time. it allows barbarians and the like to cast Scrying with no real limit on its use. usable by anyone without the XP cost. Additionally. as written. 0. you’re limited to 3pp. anyway). Support Scrying and InfoGathering Forewarned is forearmed. 2 300 NA/He Least Crystal of Return (MIC) Buys you the Quick Draw feat for whatever masterwork weapon you’ve attached it to. A crystal ball is better for spamming. Can’t carry large or heavy items. 3 750 W Healing Belt (MIC) / 27. 11 +8000 B Healing armor (MIC) / 14 1/day as a swift action. as it’s based on the 3e version. For cost benchmarking. if you manage to spot a scrying sensor. 8 4000 Sh Scry Shroud (MIC) A fat +5 on saves vs divination (blocks many targeted longrange scans). but most tools? Easy. you almost never want to use these in combat.5. up to 12 points of physical ability damage/day. particularly after level 4 or so we’re focusing on efficiency. 8 3100 He Orb of Mental Renewal (MIC) / Charged. 3 750 He Wand of Lesser Restoration (Paladin) / 125 points of ability damage in 1round doses of 2.5. For cost benchmarking. It only kicks in if you wear the disguise for six hours (though it will adapt to new disguises if you switch during the duration. recasting Disguise Self doesn’t count as maintaining the same disguise). Also a relic. but the real power you want it for is its base effect. there’s no limit to the invisibility uses / day (or even uses / . As usual. Useful for contingency planning. no check. which causes magical disguises (from Disguise Self to shapechanging effects) to detect as your natural form. Enveloping Pit (MIC) A substantially deeper Portable Hole for a sixth of the price. Handy Haversack TOP PRIORITY. 3 750 He Wand of Lesser Vigor (SpC) / 550 in 11round doses of Fast Healing 1. Also provides a bonus to cast defensively. up to 12 points of mental ability damage/day. The interesting part is. 1/day. and also comes with a 1/day True Strike effect. say). making retrieving stored items faster (a single move action instead of a fullround action. but 28. and it lasts a day per level (which is so long that custom items become disturbingly cheap). but it’s the cheapest extradimensional storage space around if you’re willing to work with its limits. Requires Healing. Can be used to switch between entire equipment sets as desired. but it affects armor and clothing as well. and. Support Stealth If you’re trying to baffle your enemy unnoticed. so it’s only really useful for longterm deep cover effects. Not only does it hold plenty of stuff. Belt of Many Pockets (CArc) A variant on the haversack that exchanges the ability to hold larger items for always being able to hold your familiar in perfect stasis. for some reason). this is what you’d want.5 10 He Blessed Bandage (MIC) / Autostabilize. Of questionable value unless you really can’t get enough extradimensional storage space.5 1800 NA 6 2000 NA 7 2800 NA 8 3600 Ha 8 3600 NA 9 5000 R 13 11000 W Quiver of Ehlonna This can hold much more than just ammunition (wands and scrolls. including through True Seeing . which will foil divinations aimed at you as well (even if they aren’t mindaffecting. 15 +24000 B Greater Healing Armor (MIC) / As Healing. Infinite Scrollcase (MIC) Holds 50 scrolls and allows them to be drawn as part of normal movement. Glove of the Master Strategist (Ghost) Functions as a Glove of Storing stasislocks a held object or pulls it out of stasis as a free action. 6 2000 Th Amulet of Retributive Healing (MIC) / Copy last healing to self. You have to be within one step of Lawful Evil to use it. 5 1800 Hd Hat of Disguise Atwill Disguise Self. 9 5000 NA/Th* Collar of Healing (MIC) / 50 to animal companion. no AoOs. Autotriggers if you go negative. Ring of Arming (MIC) It’s like the Glove of Storing. Cheaper than the DMG version.5/day over 3 rounds. it automatically senses what you’re looking for. and no AoOs). 0. Support Healing The numbers afterwards are average total healed. doesn’t care about type.5/use and 3/day. Special mention goes to the Cloak of Khyber spell (City of Stormreach). but nothing else in the game does this. can burst heal for 18 1/day. and better than the haversack for this one specific purpose. worn by companion. consumable 3 750 He Wand of Cure Light Wounds / 275 in 1round bursts of 5. 6 2300 Th Amulet of Tears (MIC) / Perday temporary HP (combos very well with draintoheal abilities) 8 3100 He Rod of Bodily Restoration (MIC) / Charged. a wonderful investment. See also Mind Blank. you can immediately become Invisible for 10 rounds. .e. Undercosted. Ring of Mind Shielding Blocks common mindreading spells and alignment detection permanently. nor is it only invisible to the sensor so you can use a cheap Scrying effect of your own to trigger a minute of invisibility. but named differently)? Hat of Anonymity (MIC) +5 Hide. Not quite sure if the expense is worth it but the DC”s high enough to matter when this is affordable. Masking armor (MIC) Continuous Nondetection (DC 25). as the spell alone should cost 30k and still allow a save. Mask of Lies (MIC) +5 Bluff. Protection and utility at a bargain cost. will it work on Read Thoughts (a psionic power similar to Detect Thoughts. undetectable alignment. and 3/day disguise self for 50 minutes a shot. Only worth it if you realize that this is how text would have been written during the DMG’s development that should have used descriptors i. Shirt of Wraith Stalking (MIC) Continuous Hide from Undead and NO SAVE for intelligent undead. and a continuous Nondetection effect (caster level check DC 18).9 4500 Fa 10 6000 Th 11 8000 R 13 12500 Hd 17 +40000 B sensor). these weapons fatigue targets on critical hits. This is a bargain for the cost. Not just useful for sneak attacks. easy to break if used to cheese specialized abilities (i. so it often shows up on chargers as well. Magebane has the advantage of being common (spellcasters!). but against the right foes they’re very efficient. and that the stick hurts. it adds +3d6 damage vs an evil target. take heed!). Artificers can slap the appropriate form of these onto your weapons on demand in battle. These weapons benefit from any weaponspecific ability as if they were the appropriate weapon; if used with an effect that would normally work with it. +1 He Valorous weapon (UE) In terms of damage:GP ratios. but won’t function on melee weapons. It’s still a little expensive. Weapon Focus). assuming you’re aimed at the right square. 10 rounds per day. +1 He Bane or Magebane weapon (CArc) These are situational. Even it has limits you can’t use Slashing Flurry with an Aptitude Greatclub. it’s a 3e book. and both carry significant penalties against any martial character. this is also an efficient increase. Offense These are largely based around increasing your killing power or improving the odds that you can shut down an enemy. Particularly true if you’re using a stance from that school. Lightning Mace. +2 He Enervating weapon (MIC) Most useful on critfisher builds. there’s no reason to suspect a target with as many negative levels as HD doesn’t still die. Boomerang Daze/Ricochet) onto better weapons. +1 He Aptitude weapon (ToB) An unusual choice that requires DM clarification. catches most foes flatfooted for the first attack it makes per round. 1+Cha/day. this is a reliable way to add negative levels to a target. Hard to break if it’s limited specifically to effects that say “choose a weapon” (i. +1 He Seeking ranged weapons Completely ignores all miss chances (including concealment and nonconcealment alike; basically the only thing listed above under Miss Chance that this won’t ignore is Mirror Image). It’s multiplierfriendly. they get +1 attack. And this is more than just damage! +1 He Martial Discipline (ToB) If you can use the chosen discipline. boost). +2 He Blurstrike weapon (RotW) Free action toggle. +2 He Desiccating Burst weapon (MIC) Most useful on critfisher builds against warriors. +1 He Holy Surge weapon (MIC) Given the prevalence of evil foes in most D&D games. this is potentially the strongest enhancement ever.e. Notable in that such negative levels are nosave. Defenses against either condition exist but aren’t terribly . since this can also trigger secondary effects based on actual flatfooting (such as the Hand of Death maneuver). It exchanges an accuracy buff for the ability to bypass DR/Good. but applied to a continuous weapon effect similar to Bane. and prolonged use is limited by readied maneuvers. +2 He Holy weapon It’s the reasoning behind Holy Burst. Fatigue stacks with itself into exhaustion. even. on top of the weapon’s preexisting Holy effect (it’s a synergy upgrade to Holy). +2 He Collision weapon(MIC) For nonchargers and archers. period.e. Its synergy addons are less useful except to specialists; both synergies together change this into a +4 that’s disturbingly similar to a rebalanced Souldrinking (DMs. It’s a simple charge multiplier with no special conditions. strike. Offense Weaponry * * * * * * * * * * * If you’re going to hit stuff with a stick. using an action point. Multiple Martial Discipline effects stack. make sure you’re actually able to hit them. this is the most efficient way to increase an attack roll. but due to action demands you can only use three schools at a time (stance. and even though these “don’t last long enough” to result in permanent drain. However. but not incredibly so. this is the most efficient flatdamage boost +5 for a +2 cost. but this outshines it. or even some flying effects. Lesser Truedeath Crystal (MIC) Allows Ghost Touch on the cheap whenever you need it. If you don’t. Some melee characters can get by with this in place of any distance attack. Ask if it can be combined with Feycraft (they’re both weapon templates. Since it’s an attack.* +3 He 0. the bayonet can transfer over as well. Bayonet / Combination Blade (CScn) Allows a bow or crossbow to be used as a melee weapon (bows act as punching daggers. This is one of the most frustrating effects to have to pay for as it’s utterly useless except when it isn’t; the crystal lets you port it to whatever weapons you’re using whenever you need it. at no penalty (the main reason you’d use this instead of a bayonet the melee aspect of an elvencraft bow is enhanced separately from the bow itself. Smite. Most useful if paired with effects that rely on attack rolls themselves.5 24 NA/He 2 +300 He 4 850 He 5 +1500 He 6 +2000 He 7 3000 He 8 4000 A 9 4500 He 9 5000 NA/He 11 8000 Th common. if you later upgrade your ranged weapon. Wraithstrike wand (chambered) (SpC / CAdv) As a swift action. Feycraft bayonets that mimic light weapons make excellent secondary weapons. weapon. it’s +1. but it’s a Synergy addon to the much less interesting Desiccating ability. and critical hits. without the feat. A feycraft onehanded weapon can be used with Weapon Finesse as if it were light. but this is potentially overwritten by the less useful MIC Stunning Surge effect. potentially popping an entire Mirror Image line. This affects a 60’ line with a single melee attack. Whirling Blade wand (SpC) Astonishingly useful in many cases. or decosted DMG) The Sun Blade counts as a bastard sword or short sword as needed. feycraft weapons deal damage as if they were one size smaller. Sudden Stunning stuns for 1d4+1 rounds (Reflex negates) CHA/day. Borderline broken. for instance. shortspears or spears the latter can even be set against a charge). Elvencraft bow (RotW) Allows a bow to be freely used in melee. Sudden Stunning (DMG2) Great if you can get it.) Gauntlets of War (CCha) If you worship a War deity (you don’t need to have the domain or be a cleric. 1+CHA/day. Sun Blade (Exp. as a club or quarterstaff. they can also accept weapon crystals of their own. especially if paired with Aptitude. Stunning Surge isn’t bad . (Actually a +1 ability. Flesh Ring of Scorn (MIC) . but it’s still the same singular weapon. as a second. separate. Touch AC is much lower than normal AC in most cases. and is a flat GP cost. However. Strong candidate for eternal wands. crossbows can act as daggers. This tool is generally frowned upon as a result. all your attacks this round are touch attacks. (Critfishers will still favor kukris. it also interacts well with whenattacked effects.) Splitting ranged weapon (CoR) Expensive and requires the Precise Shot feat (the Precise weapon enhancement won’t cut it). so only one weapon crystal). but quite literally doubles any ranged attack you make. especially if you favor shortbows. though melee attacks are made at a 2 penalty (they don’t interfere with ranged attacks). Feycraft weapon template (DMG2) A feycraft light weapon gives you the benefits of Weapon Finesse for it.Ravenloft. though some creature types are immune. as opposed to Stunning Surge stuns for 1 round (Fortitude negates). Finally. making it the game’s best offhand weapon for general use. and pair very well with Wall of Blades; since they’re detachable. including benefits from Power Attack. you just need to follow a deity with the domain). particularly Power Attackers or people who can augment a single normal melee attack up the yinyang. for a +1 equivalent. so it might not be possible). particularly on NPCs or monsters. it’s a remarkably efficient 4k for +3 to all weapon damage. this is a way to get its effect without making your weapon more expensive. on the cheap. but inexpensive. in 3. but actually allows you to Turn Undead even if you’re not a cleric. (We often refluff it as earrings or somesuch.5). Offense Turning / Rebuking 3 3 4 11 11 12 12 13 21 Only very specialized characters will ever care about turning typically necromancers but when you do care. Compare its price and the number of weapons you use to Keen’s and see if it’s a bargain. but automatically confirms a critical threat. Either way. 800 To Ephod of Authority (MIC) +1 turning level continuous effect. Slightly more efficient than the scepter. ignores DR and incorporeal miss chances). but costly. but the MIC lists similar items as throatbased. Offense Sneak Attack / Ambush 7 3000 Ha Shadow Hands. 113600 Hd Shroudcrown (PGtF; the relevant bit decosted is approx. There’s auxiliary antiundead effects in it that might be removed from it to make it cheaper.600. Energy Bow ( online ) The best bow in the game. boosting your effective turning level is the best way to be more proficient at it. bar none it comes with unlimited 2d6 force arrows (i.) Gloves of Taarnahm the Vigilant (PGtF) A cheap way to add Throwing and Returning to any weapon you wield without upping its cost. as you no longer need to dip cleric to fuel them. It’s unclear if this works with both rebuking and Animate Dead control limits. Novice: Cloak of Deception (ToB) . so consider a locking gauntlet lest you accidentally put it down. and includes a ranged version of Power Attack (unique in 3.12 10000 Ha 14 16000 NA 15 22600 He NOaction activation. The attack is a ranged attack. which allows you to use a melee character in places where terrain and enemy movement won’t allow.000gp Hide from Undead effect (when the Shirt of Wraith Stalking is better and an order of magnitude cheaper). 3/day deals 1d6 damage per crit multiplier to yourself. One is a fullcost 30. so Whirling Blade is probably better if you can activate it although you can use a Throwing weapon as an attack action instead of a standard. Scabbard of Keen Edges While Keen is arguably more useful. and over time this is cheaper than wands.5. that’s a DM call (probably not). 10000 He Rod of Undead Mastery (LM) Doubles the number of HD of undead you can control. Works for any faith. its baseline cost is 14. Just don’t use it for stealth sniping. these clearly stacked with each other. 7500 NA* Nightstick (LM) Provides 4 extra turn attempts simply for having it somewhere on your person. Also. If you remove the inherent +2 enhancement. provided they don’t mind nipple rings. 11000 Th Phylactery of Undead Turning +4 turning levels while worn. Only for the serious turners/rebukers. go ahead and pile it on. cheaper than a +3 bow. 1000 Th Reliquary holy symbol (MIC) Provides 1 to 3 extra turn attempts per day (2 for most characters). 9000 He Scepter of the Netherworld (LM) +3 turning levels while held. They stack. nonmagical. and oddly enough even for rebuking. If crafted with Elvencraft or with a mounted bow blade. since it glows brightly when drawn. Helps make any critfisher more feasible.e. 750 He/Th Flametouched Iron holy symbol (EbCS) +1 turning level. In 3e. Also part of a set marketed to paladins (the Vestments of Divinity); they’re situational. It’s HELD. 7312 He Rod of Defiance (MIC) Projects an aura that causes nearby undead to act as if they have 4 HD for turning/rebuking. Brutal Throw. ever. though. 8000) Expensive. automatically adjusts to any Strength bonus. so if you’re wanting to go allout as a rebuker. you won’t need to touch another weapon. it’s a rebuker’s delight. Holy symbols are technically held. Amazing if paired with Devotion feats. Greater Demolition Crystal (MIC) Apply precision damage to constructs. and Reflex. Move Silently. Cold Resist 10. unique. Collar of Umbral Metamorphosis (ToM) Gives you the Dark Creature template. Expensive for the benefit. This version lasts 10 minutes per day (minimum 1 minute per use). but a flat cost.) Subtlety ability (as per Sword of Subtlety . . I think. particularly with TWF. and +1d6 sneak attack. among other goodies. and an untyped +4 bonus on both attack and damage rolls made with Sneak Attack isn’t something to be taken lightly. 1 round of Greater Invisibility as a swift action. Bracers of the Hunter (SoX) +5 Hide. and Superior LowLight Vision.10 6000 NA/He 12 8500 A 12 10000 NA/He 13 10800 Th 14 18000 To 15 +20000 He 1/encounter. which comes with a rather incredible speed / stealth buffsuite: Hide in Plain Sight. +2 Initiative. Greater Truedeath Crystal (MIC) Apply precision damage to undead. and +1d6 sneak attack or sudden strike at a reasonable cost. +6 Move Silently. and combines really well with tactical teleports. Rogue’s Vest (MIC) +2 Competence on Hide. but a continuous one exists as well (22. decosted) Expensive. +10 Speed.000). among other goodies. Darkvision 60. An excellent way of catching foes offguard on its own. if you don’t have SoX. but the benefit’s rare (and. +8 Hide. attached weapon only) +1500 He Feycraft weapon template (DMG2) (Weapon Finesse. These are all phrased as “the benefit of the X feat”. Talisman of the Disc (MIC) 3/day this creates a Floating Disc beside the wearer. Crystal of Adaptation (MIC) Protects against temperature. 3/day) 300 NA/He Least Crystal of Return (MIC) (Quick Draw. +1 B Mobility armor (MIC) (Mobility. plus monk damage / AC bonus and scales Stunning Fist) 29760 Th Dragonfly Medallion (A&EG) (Improved Initiative actually grants the feat while worn. Qaal’s Feather Token (Tree) Cheaply and instantaneously creates a large tree. or ITWF if you have TWF) 8000 Fa Horizon Goggles (CMag) (Far Shot. any time in the next hour. Travel Cloak (MoF) Continuous Endure Elements + rain protection. Miscellaneous If it doesn’t fit upstairs. improves Spirited Charge if you have Spirited Charge) 12000 He Rod of Magical Precision (CMag) (Precise Shot for rays. alignment. cheap enough for a party to buy early on in environmental games. supplies three days worth of trail rations and two gallons of water per day. 1 minute. Note: Metamagic rods aren't included here. Improved Natural Attack. shield only) 8000 Ha Gloves of the Balanced Hands (MIC) (TWF. relic power) 12000 Ft Riding Boots (MIC) (RideBy Attack. Masterwork Manacles Can’t be beat for the cost if you’re looking to restrain someone. Cheaper than Adapt Body or the like. Con damage on crit) 10000 He Rod of Reversal (MIC) (Improved Counterspell.5 50 NA 1 150 NA 2 400 He 3 500 Th 3 500 NA 3 500 NA/B 4 1200 Sh 4 1200 Th Spell Storing weapons Add it to tiny ammo and use it as a melee weapon. plus a few SLAs) 9000 NA* Battle Bridle (MIC) (Mounted Combat or RideBy Attack; occupies your mount’s Face slot) 9000 Hd Helm of the Hunter (MIC) (Far Shot) 10000 R Fanged Ring (DMag) (Improved Unarmed Strike. and also reposition the teammate on the disc. Expecting trouble? Dose yourself with this and you won’t regret it. or as refillable supercheap potions of any 3rd level spell. 3/day) 4000 Hd Mask of the Tiger (MIC) (Track) 5000 NA/He Greater Crystal of Arrow Deflection (MIC) (Deflect Arrows. light armor only) +1 He Precise weapon (MIC) (Precise Shot) +1 He Sundering weapon (MIC) (Improved Sunder) +1 He Whirling weapon (MIC) (Whirlwind Attack. Best to think of this as 50 tiny stimpacks. but appreciated and lightweight. Miscellaneous Buying Feats Used to pick up a feat’s effect. This enables some wonderful teamwork plays it lets the wearer move. but also works on rays ) 8000 Th Hand of Glory (Extra Magic Item Space: Ring [Epic]. it fits here.) * * * * 2 5 7 7 8 9 11 11 11 12 12 12 12 13 13 13 13 16 Miscellaneous Other * +1 He 0. templated light weapon only) 2700 Fa Panther Mask (MIC) (Run) 3000 Fa Corsair's Eyepatch (MIC) (Blindfight. Tempo Bloodspike (MoE) A consumable which allows you to take an extra move action once. or positive/negative energy traits. Badge of Valor (MIC) . so they won’t meet prereqs. You’d be amazed how many problems can be solved with an instant tree. can also bypass concealment 3/day) 12160 B Serpent Armor (MIC) (Combat Reflexes) 13000 W Monk's Belt (Improved Unarmed Strike. and easily swappable when needed. Nothing too fancy. and can become a tent with the same environmental protection. Magic Bedroll (MIC) Hostile environment shelter and healing station. There’s very few people who wouldn’t want one of these. and is portable so long as it’s empty. and the fortress’ walls stats are as adamantine; one adamantinewalled stronghold space costs at least 30. Scrolls of Uncertain Provenance (MIC) +5 to all Knowledge skills just for owning it. Survival Pouch (MIC) 5/day supplies one of a number of great nonmagical camping tools. Diamond Mind’s maneuvergranting item is a ring; wearing two such rings can possibly get you 1prereq maneuvers. The annotated maneuvers are ones optimal for outofcombat or surprisebailout use via the listed item. and Checks. you can trigger this the round after you sing.000. and continuous 100’ aura of +2 Morale bonus to Attacks. for use by anyone with novice items) These are all the maneuvers available to anyone using Novice maneuvergranting items (0 prerequisite maneuvers of level 13). These CAN be used out of combat. Sadly. without any actual martial adept levels). You need to have sufficient IL to use these (character level 2. including grapple guns and rope slides. Be creative! Bottle of Air Traditionally used as a diving tank. check the others out! Steadfast Boots (MIC) A great countercharging item. Any questions? [Any Novice ToB maneuver item] (ToB) See below. This is the complete list. and works through inclement weather). but most people will appreciate being a walking library. so the action demands are lighter. +5 Leadership (!!).5 1400 Ft 5 1500 Fa 7 3000 Varies 8 3300 He 8 4000 He 8 4000 He 11 7250 He 11 8000 Th 11 8000 NA 12 9000 He 17 40000 Th 17 43000 Ft 18 51000 Hd 18 55000 He Stackable increase to Inspire Courage and. This provides the Stability trait and a unique anticharging attack where you get a free hit in that is counted as being set against a charge (read: a doubledamage effect with most hafted weapons). This monocle turns Detect Magic into Identify. It’s no Crystal Ball. Amulet of Second Chances (MIC) Gives you a oneround rewind . while here. or 10. and this is as cheap as they get. you get other effects. Miscellaneous Novice ToB maneuvers (0 prerequisite. Artificer's Monocle (MIC) Identify is expensive and slow. Saves. Decanter of Endless Water Unlimited water. due to the cost and difficulty repairing it. It’s expensive. such as Bardic Music. These provide variable effects 1/encounter. and can double as a bull rush tool. 6. They’re basically palantir. Rod of Ropes (CScn) This produces almost any effect you’d want rope for. Boots of Temporal Acceleration (MIC) Gives anyone a 2round Time Stop. respectively. Detect Magic is dirt cheap and fast. Admiral's Bicorne (Storm) (Leadership buffsuite) Specifically. level 13.333. If you’ve got the relic connection. such as underwater fortresses. lacks a “gust” option. clearly heard up to 100 feet away (interacts with effects that require you to be heard. The rules are strange; check with DM. but it’s also an order of magnitude cheaper. Instant Fortress The least useful item I’ll include on this list. many are absolute steals. Also part of a good bard/marshal set; if you like playing team leader. +5 to all Charismabased checks. especially with vehicles and fortresses. even though some maneuvers aren’t useful for everyone it’s because the Tome isn’t easily searchable by prerequisite. each is just 18. these can also be used to purify air in larger areas. unlike Inspirational Boost. from faucet up to geyser pressure. on a 1minute cooldown. Aspect Mirror (CScn) A very useful communication/surveillance device. The fortress is three stronghold spaces stacked atop each other. Be creative with this. SUPER bargain. Hand of Glory Listed here because it provides an extra ring slot (an Epic feat! ) as well as two useful vision SLAs. These effects are rare. but you do get what you pay for. but it has its uses especially if the Stronghold Builder’s Guide is in play. Not every annotated item appeared earlier in this . which usually take up a lot of space and weight in your supplies. IH1) Steely Strike (Strike. Costly for the benefit but undeniably useful if you can’t activate wands. Setting Sun Slippers (Ft) Counter Charge (Counter. DS2) Doesn’t actually require a shield. DW2) Death Mark (Strike. SH2) Because it can be used at will. Mind the elemental immunities! Wind Stride (Boost. Best for melee warriors. Sapphire Nightmare Blade (Strike. especially if you’re Dexteritybased. but 1/day instead of 1/enc). IH2) Block an incoming attack with a melee attack roll of your own. Shadow Garrote (Strike. indeed. SH1) Cloak of Deception (Boost. Iron Heart Vest (To) Steel Wind (Strike. SH2) 1 round of Greater Invisibility as a swift action can get you through plenty of jams. DM3) Mind Over Body (Counter. Makes great NPC gear. Archers can benefit as well with bayonets or Elvencraft bows. SS1) This nondamaging throw can be used on lessmobile allies. IH1) Disarming Strike (Strike. Ring of the Diamond Mind (R you can wear two of these) Moment of Perfect Mind (Counter. DW1) Burning Brand (Boost. DW1) Burning Blade (Boost. and is amazingly useful. Mighty Throw (Strike. who probably shouldn’t leave home without it. SH1) Shadow Blade Technique (Strike. IH2) Wall of Blades (Counter. A spectacular choice. but it doesn’t correspond to any of the earlier sections).file. SH3) Stone Dragon Belt (W) . DM3) Concentration in place of a Fortitude save. DW3) Devoted Spirit Amulet (Th) Crusader’s Strike (Strike. Useful for triggering traps or sacrifice effects as well as the intended purpose of providing a flanking buddy. but that doesn’t mean they’re not useful (for instance. Clever Positioning (Strike. Can be a caster’s lifeline. DS2) Shield Block (Counter. Shadow Jaunt (Other. Desert Wind Cloak (Sh) Blistering Flourish (Strike. This will work against rays. Emerald Razor (Strike. Can get size mods even if you’re small. this strike gives you an oncommand touch attack. DW1) Actually summons a fire elemental at will. Conbased warriors love this even if Concentration isn’t a class skill. DW1) Distracting Ember (Boost. DM1) Action Before Thought (Counter. DS1) Vanguard Strike (Strike. DM2) Concentration in place of a Reflex save. SS1) Practical protection from charging ambushes (even vs cavalry). Insightful Strike (Strike. access to Mountain Hammer makes breaking and entering much easier. SS2) Shadow Hands (Ha) Clinging Shadow Strike (Strike. and can be used to block surprise / trap attacks against yourself or an ally as long as you’re not flatfooted. DS1) Foehammer (Strike. only overshadowed by Shadow Jaunt. this is an amazing tactical teleport for dungeoneering. naturally. DM1) Concentration in place of a Will save. Compare Headband of Conscious Effort (half the cost. “Nobody tosses a dwarf”. Skill boosts are cheaper than save boosts. in and out of combat. DM2. requires one other maneuver ) Requiring two rings. TC2) Rabid Wolf Strike (Strike.Charging Minotaur (Strike. TC1) Claw at the Moon (Strike. TC2) Crown of the White Raven (Hd) Douse the Flames (Strike. Stone Vise (Strike. . Bunko's Bargain Basement Goal: Focuses on magic items which provide disproportionate bang for their buck. Organized by category. SD2) Bonecrusher (Strike. Organized in price categories. which is like the above subcategories but at times more specific (i. SD2) The attack bypasses DR and hardness. SD1) Mountain Hammer (Strike. then into “Budget / Standard / Deluxe / Avoid” categories. SD1) Stone Bones (Strike. SD3) Tiger Claw Bracers (A) Wolf Fang Strike (Strike. COMPLETE SHOPPING LIST Goal: Comprehensive list of items and enhancements that fill assorted niches. Organized by niche. WR1) Leading the Attack (Strike. Not annotated but a great index. Organized by body slot. We call it your Swiss Army Chainsaw for a reason. Strongly recommended. energy resistance). and includes notes for updating between them. WR1) Further Reading / Acknowledgements List of Necessary Items Goal: Fill necessary secondary niches after your primary tools/boosts are purchased. making this the best breakandenter tool around. Shax's Indispensable Haversack Goal: Fill a Handy Haversack with the broadest array of useful tools within the sack’s size/weight limits.e. To Barkskin Note: Actually an enhancement bonus to natural armor. Standard armor is simply enhanced. provided the slot matches. R. Other ability combinations are possible but carry a markup. Adding a non”common” ability costs 50% more than normal. Appendix 1: Adding common effects to magic items As per MIC. Ft. Listed costs are cumulative for upgrade purposes (with final costs in parentheses). +1 1000 (Think Bracers of Armor.) +1 to +2 3000 (4000) +2 to +3 5000 (9000) +3 to +4 7000 (16000) +4 to +5 9000 (25000) +5 to +6 11000 (36000) +6 to +7 13000 (49000) +7 to +8 15000 (54000) AC (Natural) B. Sh Eagle’s Splendor +2 4000 +2 to +4 12000 (16000) +4 to +6 20000 (36000) AC (Deflection) B. To. +1 2000 +1 to +2 6000 (8000) +2 to +3 10000 (18000) +3 to +4 14000 (32000) +4 to +5 18000 (50000) Energy Resist B. all custom items are always subject to DM discretion. W Bear’s Endurance INT Fa. R. certain “common” effects can be added to magic items without any special markup. To Resist Energy 5 4000 5 to 10 8000 (12000) 10 to 20 16000 (28000) 20 to 30 16000 (44000) Save (Resistance) Sh. To Resistance. Th Owl’s Wisdom CHA Hd. W Bull’s Strength DEX A. Comon Effect Body Slot Prerequisites Ability Scores (Enhancement) STR A. . As always. Hd Fox’s Cunning WIS Hd. B Mage Armor Note: Incompatible with nonmagical Armor / Shield items. Making any ability slotless also increases the cost by 50%. Sh. CL 3*Bonus +1 1000 +1 to +2 3000 (4000) +2 to +3 5000 (9000) +3 to +4 7000 (16000) +4 to +5 9000 (32000) A = Arms; B = Body; Fa = Face; Ft = Feet; Ha = Hands; Hd = Head; R = Ring; Sh = Shoulders; Th = Throat; To = Torso; W = Waist. Sh Shield of Faith +1 2000 +1 to +2 6000 (8000) +2 to +3 10000 (18000) +3 to +4 14000 (32000) +4 to +5 18000 (50000) AC (Armor) A. Ha Cat’s Grace CON Th. see Appendix 2. Ha. For item level equivalents. Adding any ability common or not to an “inappropriate” body slot (DM’s call if unlisted) increases the cost by 50%. +7 +4 +4 14 18000 12 +8* +5 Small City 15 25000 13 +9 +6. with the right tables of gear. like the +500gp Shadow enhancement (incidentally. (If you're buying the thing all at once. (Essentially puts the town's purchase limit as an item level slot.Village 02 400 1 M 03 800 2 Small Town 04 1300 3 +1 05 1800 4 06 2300 4 +1 07 3000 5 +2 Large Town 08 4000 6 +2 09 5000 7 +3 10 6500 8 +4 +2 11 8000 9 12 10000 10 +5 +3 13 13000 11 +6. Ab. can be bought as a cumulative slot price. pick two items. ILvl 3). Appendix 2 : MIC Item Level subsystem summary. Weapon includes deflection and natural armor bonuses (all are (bonus^2)*2000).+7 +6 16 35000 14 +10 +8 17 48000 15 +9.) ILvl: Item level Cap: Upper bound of that level's prices. which allows for easy slotbased equipping. A +1 greatsword (2350...Enh. "+2" on the armor is a 7th level slot because that's the price of going from a +1 to a +2 suit of armor. but +1 Full Plate (2650. or ability enhancers. and coupled with a quick WBL table it can round out the differences. but going to a +8 from a +7 replaces that 13th with a 14th.5 M Hamlet. You can use the 2of column to exchange slots between levels. For PCs. Armor includes shields and resistance bonuses (all are (bonus^2)*1000). then decrement and repeat until you hit 1st. use its actual price. The mundane price only counts if it's a significant chunk of what you see. start at your level.) ILvl Cap 2of Armor Weapon Ab.5 50 NA Thorp 01 150 . weapons. 2of: Exchange for 2 of what level. Armr/Weap/AbEn: When buying armor. normal sword cost 50+300 mwk) is close enough to a 6th level to be 6th. or as a collection of the corresponding slots (more efficient)). It's not always efficient but it is very fast.Enh.+10 Large City 18 64000 15 19 80000 16 20 100000 17 21 120000 18 Metropolis 22 140000 18 23 160000 19 24 180000 19 25 200000 20 26 220000 20 27 240000 21 28 260000 21 29 280000 22 30 300000 23 Planar Metropolis *Subsumes the previous cost (Going from a +6 to a +7 armor adds a 13th level slot (the same cost as going from +5 to +6). doesn't line up with Armor (despite having the same cost formula) because this table converts each enhancement into an addon module. @ shows the smallest settlement it's available at. instead of paying for the item en masse. In other words. (There's a WBL table below as well as the NPC rules. @ .) . normal armor cost 1500+150 mwk) is 7th. not 4th. including random generation.) **Epic NPC wealth unavailable for this level; I haven’t worked out a formula and the progression below breaks down. Heavy=6d4. . Light=2d4.There are tables of items sorted by item level in the MIC. None=1d4. The lower end of the ILvl table suggests they plugged 100 in here for everyone. Item level of used wands (with x charges left) sLvl 10x 20x 1 1 2 2 4 5 3 6 9 4 8 10 WBL table (for more granular results or for rounding out afterwards): Level PC NPC 1 * 900 2 900 2000 3 2700 2500 4 5400 3300 5 9000 4300 6 13000 5600 7 19000 7200 8 27000 9400 9 36000 12000 10 49000 16000 11 66000 21000 12 88000 27000 13 110000 35000 14 150000 45000 15 200000 59000 16 260000 77000 17 340000 100000 18 440000 130000 19 580000 170000 20 760000 220000 21 975000 240000 22 1200000 265000 23 1500000 290000 24 1800000 320000 25 2100000 350000 26 2500000 390000 27 2900000 430000 28 3300000 470000 29 3800000 520000 30 4300000 570000 31 4900000 ** 32 5600000 ** 33 6300000 ** 34 7000000 ** 35 7900000 ** 36 8800000 ** 37 9900000 ** 38 11000000 ** 39 12300000 ** 40 13600000 ** *By starting package (Quick estimate: Look at their armor proficiency. multiply by 100. Medium=4d4. 15.16 24 20.15.2 4 4. they can’t use the same system for assigning gear. etc). then decrement and pick one per level until you've got six. However.3 6 5.8. this is "Start two levels below the NPC.17. gold.2 9 7.19.19.19. except focusing on equipment relevant to the NPC.12.2.22.10.17.22 BEHIND THE CURTAIN: HOW IT WORKS (quoted from the MIC) In this system.1.17.13 20 18.6. Use the table below.6. every NPC of your level you defeated would double your treasure).6 13 11. each should carry LEVEL*100gp in nonequipment treasure (i.22.7.3.13.16.18.24.9. Assigning a PC’s gear. due to the uneven progression of NPC gear.801–2.300 gp) has a value equal to onehalf the difference between the wealth of a 5thlevel character and a 6thlevel character (13.18.23. This makes the ad hoc nature of the three systems described above necessary.2.) An NPC can trade up or trade down using the same table as above.1 2 3. In theory.000 gp).4.3. jewelry.e. If you are really worried about spending all of a character’s budget. each item represents roughly half of the total net treasure a PC gains in the course of achieving the item’s level.17.8.21.14.15.10 17 15.21.3.18 26 21.9. pick two.16. the net treasure gained by the character in achieving the item’s level—then halving the result.6.14.10.17 23 20." This formula doesn't work for levels below 7 (too few levels to decrement) nor for above 20 (epic loot scales too quickly).18 25 21.5 12 10.12.8.4 11 9.4.10.20.19. you’re better off using the normal system for equipping a character.7.14 21 19.15.21 30 25.7.9 16 14.8 15 13. This is an abstraction.20 29 24.7.13.3 7 5.14.4.5. Level Items 1 2.3 10 8.12.20.5.9.19.1 8 6.13.12 19 17.18.5.9.2 5 5.10. For example.18. Since NPCs don’t accumulate treasure at the same rate as PCs (if they did.7 14 12.16.11.4.18.2 3 4. .11.14. gems. is a simple process of selecting which two items he gained at each of his levels.5. a 6thlevel item (1.12. the market price ranges are narrow enough that it’s unlikely your result will vary significantly from the normal organic nature of character wealth acquisition.23.19 28 23. The top end of each level’s market value range was created by subtracting a character’s expected gear of level N–1 from that of level N—that is.4.17 27 22.NPC equip system: This is expressly like designing a treasure hoard.13.15. to be sure—PCs don’t necessarily gain magic items at such a steady rate—but it works reasonably well when speed is your primary goal.11 18 16.8.11. Nor does a onesizefitsall system work at all levels. then.4.11.000 – 9.6.000 = 4. (For levels 720.14 22 20. you could use this system to buy many items that are low on the value range for a level and accidentally underequip your PC or NPC.3.16.20.20. In addition to the gear listed here.3.